A typical white weenie deck. This deck is highly dependent of premiums to really shine, using cards like Squadron Hawk and Paragon of New Dawns. The former hasn't a good substitute, so I would consider 4 Adventuring Gear. The later is easily substituted for Inspired Charge.
I have to wonder how good of an idea it is to rune 2 Hall of Triumph. Yeah, you increase your odds of drawing it, but drawing the second one becomes a dead draw unless your opponent destroys the first one.
Does it not stack like Honor of the Pure or any of the other ones like that? Either way having 2 still wouldn't be all that bad. It will probably be fairly rare you would have 2 out at the same time regardless.
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iOS Username: minddrifter Steam Profile Name: minddrifter BattleTag: minddrifter#1397 NGA: Formerly known as "Nebula"
Oh, lol, I didn't even notice (obviously). Still, I don't think it is a terrible idea to have 2, any more would not be good. I'm not saying only have one is bad either but 2 really will give you more of a chance to get one out on the field. Even in AG with 3 Honors it was only every once in a while I had 2 out instead of 1.
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iOS Username: minddrifter Steam Profile Name: minddrifter BattleTag: minddrifter#1397 NGA: Formerly known as "Nebula"
Seems fairly legit, the only issue I'd be worried about is Ze Hall buffing your opponents white creatures as well. However, I'm glad the card only buffs your own.
I have to wonder how good of an idea it is to rune 2 Hall of Triumph. Yeah, you increase your odds of drawing it, but drawing the second one becomes a dead draw unless your opponent destroys the first one.
I don't think it's that dangerous to run both. At worst, it's a dead card eventually in your hand. At best,it increases your odds of running into one, or replacing a lost one.
As far as deck construction goes, the only adjustments I'd make would be to swap out your Blows and singleton Charge for a combination of Willing or Reprisal, for adequate removal/ protection/ pushing damage through. Since it would cut your curve, you may even wish to risk going perhaps one land shorter, for another of the aforementioned spells. That's sort of dangerous, though and is up for personal judgment.
Seems fairly legit, the only issue I'd be worried about is Ze Hall buffing your opponents white creatures as well. However, I'm glad the card only buffs your own.
As Hall of Triumph enters the battlefield, choose a color.
Creatures you control of the chosen color get +1/+1.
Seems fairly legit, the only issue I'd be worried about is Ze Hall buffing your opponents white creatures as well. However, I'm glad the card only buffs your own.
As Hall of Triumph enters the battlefield, choose a color.
Creatures you control of the chosen color get +1/+1.
White Weenie is an aggro strategy all about flooding the board with cheap, efficient creatures and attacking your way to victory. It plays some pretty good removal so blockers aren't too much of a problem. Apart from evasive fliers, White Weenie has very little reach so if you stall out, then you will likely lose.
Creatures
White has access to a lot of great creatures at all mana costs, especially at the low end.
1 CMC
Kitesail Apprentice (Premium) *** Poor base stats but a great boost when equipped Loyal Pegasus * Efficient body for the cost but comes with a huge drawback Selfless Cathar *** Okay, the instant speed anthem is nice Trained Caracal ** Poor stats but gets an extra point for synergy with “White Life” decks Elite Vanguard ***** Elite is right, run all three
2 CMC
Glory Seeker * Basic stats on a vanilla creature Leonin Snarecaster ** Potentially useful effect but we can do better Lone Missionary ** The four life will be nice in “White Life” but nowhere else Raise the Alarm **** Technically a spell but basically two 1/1 creatures, lots of flexibility here and becomes insane with an anthem effect Squadron Hawk (Premium) ***** White card advantage, carries a Darksteel Axe to your opponent’s face Ajani's Pridemate *** Great card but you can only make use of its ability in a “White Life” deck Hero of Iroas ** Actually a quite nice card, just need some more auras to make running it worthwhile Stoneforge Mystic (Premium) ** Fetch those Darksteel Axes and get them on the field through countermagic, unfortunately doesn't have anything game-ending to search for
3 CMC
Attended Knight *** First strike is great and comes with a friend but we are doing better things at three Banisher Priest ***** Perfect for white weenie, removal and another attacker Mentor of the Meek **** Great card advantage, a lightning rod though and can be costly to make full use of him Brimaz, King of Oreskos ***** Pay three for a 3/4 vigilance token generator … I’m speechless – just run him
Baneslayer Angel ***** Insanely good in all versions of the deck, run your copy
Triplicate Spirits *** Another ‘creature’ spell, better in token decks where you can cast it on the cheap
Seraph of the Masses ** Seven is too expensive but worth mentioning for the token deck as that will increase her efficiency dramatically, you still have to waste an attack to cast her
Non-creatures
White spells focus on protection, global pump, and conditional removal of almost any permanent type. It's good to include a diverse selection of all these types of spells so you are able to respond effectively to your opponent.
Spells
Cloudshift (Premium) *** Gods Willing ***** Righteous Blow ** Swift Justice * These are all one mana combat tricks that shine in different situations. Just use Gods Willing it’s the best option that synergises with your game plan of getting creatures on the board and getting in for damage. Cloudshift may be worth another look after the expansions to see if there are more ETB effects worth abusing
Nimbus Wings * The useful stat is flying and your creatures already have this Ordeal of Heliod ** I actually like this card, especially the way it interacts with Ajani's Pridemate and Hero of Iroas, worth consideration Reprisal *** Normally conditional removal is pretty bad but anything with four power is going to be a serious problem for White Weenie, this deals with that problem
Safe Passage * Might be good if there were more sweepers in the game Solemn Offering *** Good if artifacts and enchantments become a problem Arrest **** (Premium) Decent white creature removal, shuts off things like Vent Sentinel
Divine Verdict * Too expensive and too conditional Inspired Charge ** Might be ok as a finisher in the token deck Armored Ascension ** If you think of this as a pump spell it can be pretty strong but probably too expensive
Angelic Edict ** Too expensive but it is flexible and can exile so might be relevant depending on the other decks
Artifacts
Cobbled Wings * Flying is useful but so many white creatures already have it Darksteel Axe **** (Premium) Much more stable than auras, these are great Blasting Station ** (Premium) Could be useful for a bit of reach Greatsword ** Not great stats but makes a Squadron Hawk look pretty fearsome, run one if any Hall of Triumph ***** (Premium) Colourless Glorious Anthem is great for your deck, just watch the legendary clause and don’t try to play both at once
Decklists
There's several different ways to build a White Weenie deck, here are a few examples:
Much weaker without the premium anthems, but it allows for Mentor of the Meek to be played for full benefit. Fragile auras replace the more stable equipment and the removal options are very constrained.
An interesting version that will stretch the game out. Ajani's Pridemate can be a beating when it gets going. If aggressive goblins or RDW start to take over it might be a good option. Allows for the use of Angelic Accord which is a great card for fighting control.
An option to take advantage of the convoke cards Triplicate Spirits and Seraph of the Masses. Loyal Pegasus is okay here as it's likely to have a buddy (or you can use it for convoke). The deck floods the board very fast with the right draw but is slow to do damage since you are tapping your creatures every turn. Plus, if you really want to do tokens then Selesnya is just better.
Information Squadron Hawk and Elixir of Immortality are the crux of this deck. Hold back, kill things (strategically), chump lots and infinitely recur Squadron Hawks to peck them to death later on. As a rule, never play the fourth Hawk, then when the other three are dead you shuffle your graveyard into your deck and cast your fourth.
That... is a really good point. I wonder how I overlooked him? Perhaps I will remove the Cartographers and add both Mentors and the fourth Righteous Blow.
EDIT: Made the above changes to deck list, rearranged deck list to be in deck builder order and added the decks stats.
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